/Engine/Plugins/EnhancedInput/Source/EnhancedInput/Public/InputAction.h
Note: These are instanced per player (viaFInputActionInstance)
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType) class UInputAction : public [UDataAsset](API\Runtime\Engine\Engine\UDataAsset)
EInputActionAcc...
AccumulationBehavior
This defines how the value of this input action will be calcuated in the case that there are multiple key mappings to the same input action.
FText
ActionDescription
A localized descriptor of this input action.
bool
bConsumeInput
Should this action swallow any inputs bound to it or allow them to pass through to affect lower priority bound actions?
bool
bReserveAllMappings
This action's mappings are not intended to be automatically overridden by higher priority context mappings. Users must explicitly remove the mapping first. NOTE: It is the responsibility of the author of the mapping code to enforce this!
bool
bTriggerWhenPaused
Should this action be able to trigger whilst the game is paused - Replaces bExecuteWhenPaused.
TArray<TObject...
Modifiers
Modifiers are applied to the final action value.
FModifiersChang...
OnModifiersChanged
FTriggersChange...
OnTriggersChanged
TObjectPtr<UPl...
PlayerMappableKeySettings
Holds setting information about this Action Input for setting screen and save purposes.
TArray<TObject...
Triggers
Trigger qualifiers.
EInputActionVal...
ValueType
The type that this action returns from a GetActionValue query or action event.